The Escapists 2

The Escapists 2

MilitarySilence
8 Comments
Sfiggaz 30 Aug, 2020 @ 2:53pm 
Honestly, it's poorly designed and escaping was easier than I thought; kinda of a letdown actually, sorry
Can of meat 31 Jul, 2020 @ 3:17am 
wow i am amazed (gave award):winter2019cooldog:
Desterista 23 Jun, 2020 @ 10:13am 
cool:steamhappy:
Мимик  [author] 18 Jun, 2020 @ 8:02pm 
Well, thank you for your feedback. The bug will be fixed.
MekaDovah 18 Jun, 2020 @ 7:03pm 
Excuse me: you can pass left, but not right. Should have known I'd get that backwards.
MekaDovah 18 Jun, 2020 @ 7:02pm 
It is. The green doors act this way on any custom map. You can pass right, but not left, and down, but not up. And guards never seem to spawn with green keys so green doors are effectively impassable for barriers blocking north and east.

When they're part of the kennels, metalworking, or woodworking shops, they work normally, however. It's only when placed otherwise. I find this rather annoying, but lately have found ways to make use of it. Since they seem unlikely to ever update the game again, might as well work with what we got.
Мимик  [author] 18 Jun, 2020 @ 6:36pm 
Thank you for your feedback! When checking the NPCs did not get stuck, perhaps this is a bug not of the map, but of the game itself. Good luck!:steamhappy:
MekaDovah 18 Jun, 2020 @ 3:30pm 
Got out early on day 2. Almost got it in 1, but wasn't able to secure everything I needed in time.

I don't know if you know, but the green doors are very unreliable and you got 2 on the west side exit. NPCs got stuck out there because the doors opened up without a key in one direction, but lock in the other, trapping them outside.

I like the layout of this place. Interesting to have the roll call so far away forcing the player to see where everything is before reaching it, but also kind of a nuisance because the most important place to go is far away from the cell block.